/Engine/Source/Runtime/Engine/Public/SceneTexturesConfig.h
Struct containing the scene texture configuration used to create scene textures. Use InitializeViewFamily to initialize the SceneTexturesConfig structure in the FViewFamilyInfo. A global singleton instance is maintained manually with static Set / Get functions, but will soon be deprecated, in preference of using the structure from the FViewFamilyInfo.
struct FSceneTexturesConfig
uint32:  1
bIsUsingGBuffers
True if platform is using GBuffers.
uint32:  1
bKeepDepthContent
(Mobile) True if the platform should write depth content back to memory.
uint32:  1
bMemorylessMSAA
(Mobile) True if MSAA targets can be memoryless
uint32:  1
bPreciseDepthAux
(Mobile) True if SceneDepthAux should use a precise pixel format
uint32:  1
bRequireMultiView
(VR) True if scene color and depth should be multi-view allocated.
bool
bRequiresAlphaChannel
True if we require an alpha channel for scene color.
uint32:  1
bSamplesCustomStencil
(Mobile) True if CustomStencil are sampled in a shader
uint32:  1
bSupportsXRTargetManagerDepthAlloc
(XR) True if we can request an XR depth swapchain
FClearValueBind...
ColorClearValue
Optimized clear values to use for color / depth textures.
ETextureCreateF...
ColorCreateFlags
Create flags when creating scene color / depth textures.
EPixelFormat
ColorFormat
Pixel format to use when creating scene color.
FClearValueBind...
DepthClearValue
ETextureCreateF...
DepthCreateFlags
uint32
EditorPrimitiveNumSamples
Number of MSAA sampled used by the editor primitive composition targets.
FIntPoint
Extent
Extent of all full-resolution textures.
ESceneTextureEx...
Extracts
Extractions to queue for after execution of the render graph.
ETextureCreateF...
ExtraSceneColorCreateFlags
Flags passed in from initializer.
ETextureCreateF...
ExtraSceneDepthCreateFlags
ERHIFeatureLeve...
FeatureLevel
FGBufferBinding...
GBufferBindings
FGBufferParams[...
GBufferParams
(Deferred Shading) Dynamic GBuffer configuration used to control allocation and slotting of base pass textures.
FIntPoint
MobilePixelProjectedReflectionExtent
Extend of the mobile Pixel Projected Reflection texture.
uint32
NumSamples
Number of MSAA samples used by color and depth targets.
EShaderPlatform
ShaderPlatform
EShadingPath
ShadingPath
Enums describing the shading / feature / platform configurations used to construct the config.
uint32
SmallDepthDownsampleFactor
Downsample factors to divide against the full resolution texture extent.